Everdell: Spirecrest board game
Everdell: Spirecrest board game

Everdell: Spirecrest

Far beyond the comfortable borders of the Everdell Valley, deep in the mysterious and uncharted lands, adventure is waiting to be discovered. Spirecrest adds several exciting and challenging new mechanics and features to the Everdell base game, including:

  • Weather cards that impose challenging limitations to overcome.
  • Discovery cards let players encounter intrepid new critters and locations on their journey, providing unique new strategies and abilities.
  • Big Critters are unique workers with interesting and helpful abilities, who also serve as trusty mounts.

—description from the publisher

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User Ratings & Reviews

  • I think this is the better expansion compared to pearl brook just because its got more interesting choices in my opinion. and feels more meaty then pearl brook.
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Top Forum Posts

We tried a game with all of the Everdell expansions image
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User Activity Feed

thanks for the warm welcome!  Happy to join the community here, looking forward to getting involved.


1.  I believe I found the site through BGG or boardgameprices (don't exactly recall)

2.  I've been in the hobby for 2.5 years.  My wife is my gaming partner and not into heavy games or abstracts.  We have rare opportunities to play with more than 2, so my collection has focused on mid-weight games that play well with 2.

3.  "Favorite" is almost impossible to define since its contextual and regularly changes.  I'd say the games I'm most excited about playing at the moment are:

-#Everdell with#Everdell: Spirecrest

-#PARKS with#PARKS: Nightfall Expansion

-#DinoGenics with#DinoGenics: Controlled Chaos




I kickstarted #Everdell: Spirecrest and got two copies of one meeple and no copies of another.  I contacted the company and they replaced it at no cost.  The worst culprit I can think of was #Trismegistus: The Ultimate Formula where I think a part of the board at the top was colored yellow and should have been black or the cards that were black should have been yellow.  That company had no plans for correction.

I think I agree with your general sentiment when the cards are random and don't seem to have a real 'add' to the game.  I think the season cards in #Everdell: Spirecrest feel that way and the last time our family played we did not use them for that reason.  The Seasonal elements just don't feel necessary.

#Scythe is a good example of a narrative card that fits in well and doesn't make the game unduly laborious.  In fact, the Scythe objectives expansion is in my opion the best expansion for the game.  I think several of those 'encounters' significantly impact the game but in an interesting and fun way.

#Robinson Crusoe: Adventures on the Cursed Island has very negative encounters or events but you can mitigate them somewhat and they abolutely fit the theme of the day.  I pretty much expect to die every time I play that game but still have fun starving to death or getting eaten by wild animals.

A fun twist to the event card is a game like #PARKS in which the season card ends up being a boon for the season rather than a negative event.  I think this was a great twist to PARKS and goes well with the zenlike experience of walking through a PARK and gathering raindrops and roses to visit parks.

Looking through my games and my wishlist I do notice I don't have a ton of games that utilize the 'event' card type generally.  I think as a pure game antagonist I'm so-so on it ( #Pay Dirt) if not more or less against it ( #Everdell).  As a well crafted game enhancing theme driven option ( #Scythe, #Robinson Crusoe: Adventures on the Cursed Island); I'm all for it.

I love this list and agree with the vast majority if not all of it.  I am not a huge fan of games based on luck and so #Candy Land Game, #Yahtzee, or even #Dice Throne do not peak my interest much or my interest (say as in Dice Throne) is tempered somewhat.  

Games with luck that allow you to push your luck #Diamant, #The Quacks of Quedlinburg, or such I am a little more ok with but they still aren't my favorite games.  Those a more of a controlled adjustment strategy #Orléans or #Dice Forge I enjoy a bit more.

Other games such as the luck involved in drawing cards in #Gloomhaven or #Robinson Crusoe: Adventures on the Cursed Island that mimic the randomness of battle or wildlife are great and in both those cases the random nature impacts everyone (seeing as they are co-op games).  Even the luck of a drawn encounter card in #Scythe is mitigated by the balance across all encounter cards.

There are several games where I have felt that luck was not necessary and house ruled something to remove it. #Everdell: Spirecrest allows you to draw three cards from a seasonal deck at the end of each season and place them randomly at the bottom of the board with the first being free, the second costing a little more, and the third costing the most.  This seems arbitrary to me and so the last play we drew five, pick one, and place the others on the bottom of the deck.  In #Maracaibo is makes more sense to reveal all the privilege buildings at the beginning because there are 8, you randomly draw 4, and there's already enough luck with card draw throughout the game that revealing one each decade seems unnecessary. 

Two other games I've found luck workarounds are #Wingspan and #The Isle of Cats.  In Wingspan we draft cards at the beginning of the game with each player starting with 7 cards, drafting until necessary and discarding down to 5 (at least) by drafts end.  This gives everyone a fair shot at a solid opening hand and not ending up with 5 birds that don't play well in the first couple turns.  In Isle of Cats I divide the cards into green cards (baskets), purple, brown, and yellow cards, and blue card (lessons) stacks and each round we start the draft with each player getting three green, and choosing two or three from each of the other stacks.  THEN we draft.  This eliminates a whole round with NO extra baskets (unless you draft them away...in that case your loss).  

Great topic/mechanic choice!

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